You are on page 1of 30

GURPS - HAMMER

GURPS Conversion Rules for Warhammer Fantasy Roleplay

This is an initial attempt at GURPS conversion rules for Warhammer Fantasy


Roleplay. It contains conversion rules for the more basic elements of Warhammer
like careers, characters, and tests. It introduces a magic system largely based on
the Warhammer Rulebook but with modifications devised by myself. It also
includes a completely new way to look at clerical magic. It is missing a section
on how to handle character progression and (after play testing this for a few
months) I think I would like to replace fright tests with the more colourful Insanity
Point system. I intend to add to and improve this document in future (it’s still a
little rough, I know) and any feedback would be great.

This document is available for personal use only. You may make copies and extract sections but you
must acknowledge the author in new versions and you must get the authors permission if you intend
publishing or selling any part of this document.

The Author: Roger Kay


E-Mail: r.kay@nz.dialogic.com
Snail-Mail: 55A Salisbury Road, Birkdale, Auckland, New Zealand
0. CONTENTS

1. New Advantages and Disadvantages

2. New Skills

3. Race Packages

4. Generating GURPS Characters for the Warhammer World

5. General Conversions

6. Sorcerous Magicks

7. Clerical Magicks
1. ADVANTAGES AND DISADVANTAGES

NEW ADVANTAGES AND DISADVANTAGES

The following new advantages are available for GURPS-Hammer:

FATE 10 POINTS/LEVEL

Your deity takes an interest in your welfare and may have marked you to do
something important. If you are in difficulty and in danger of not fulfilling your
destiny then your deity may intervene in worldly affairs and set things back on
track. In most cases this means preventing your death but sometimes this may
mean some less tangible intervention. If you rely to much on fate you may find
your deity will tire of pulling your fat from the fire and just let you fail. For each
level of fate you buy your deity will intervene once in your favour. When this
intervention takes place this advantage should be reduced by one level (or
removed). The maximum amount of fate that can be taken is 3 levels. Dwarves
may only take 2 levels and Elves can only take a single level of fate.

HATRED (BY RACE) VARIABLE


You have an intense hatred of a particular race. When sighting an creature of that
race nearby you must pass a Will - 1 roll or be forced to attack the foe
immediately. You will not leave combat until either you or your foe is dead.
During combat you temporarily have a strength one higher than your current
strength. However, due to your blind fury you have trouble aiming your blows or
missiles properly; subtract one from the appropriate skill. If you are reduced to
less than half your hit points then you may make another Will roll at +1 in order
to regain control of your senses. A -5 disadvantage should taken for a race that
you will meet very rarely or for race that is not very deadly. A -30 disadvantage is
for a race that you will meet frequently or a very deadly race that you might only
meet once (like Greater Daemons!).

INCREASED FATIGUE POINTS 3 POINTS/FATIGUE POINT

You have more stamina than a normal person with your HT. Fatigue points are
initially equal to ST, so a character with ST 11 could buy his fatigue point total up
to 13. This would be written as ST 11/13. Contests of ST and anything else
involving tests of strength would still be made against a strength of 11. Only
fatigue is subtracted from 13. You may only buy 4 extra fatigue points.

INCREASED HIT POINTS 5 POINTS/HIT POINT

You can take more damage than a normal person with your HT. Hit points are
initially equal to HT, so a character with HT 11 could buy his hit point total up to
13 or even 16. This would be written as HT 11/16. Contests of HT, resistance’s,
calculation of unconsciousness and survival rolls, and anything else involving HT
would still be made against health of 11. Only damage is subtracted from 16. You
may only buy 5 extra hit points.
MUTATION - MINOR -20 POINTS

You have a minor mutation. This doesn’t affect your life much except if certain
authorities (or just common people) knew of your condition then you might be
killed out of hand or be forced into exile. The mutation will usually be easy
enough to hide but you must be careful when bathing or being searched.

MUTATION - MAJOR -50 POINTS

You have a major mutation and it can’t be hidden. It is impossible for you to lead
a normal life. You are forced to skulk from farm to farm stealing food and running
from Witch-hunters. It takes all your will not to devolve into a slobbering monster
which feeds on anything, even human flesh. Every month of play you should roll
against your will. If you fail you must reduce your IQ by 1.

REDUCED FATIGUE POINTS -3 POINTS/FATIGUE POINT

You have less stamina than a normal person with your HT. Fatigue points are
initially equal to ST, so a character with ST 11 could reduce his fatigue point total
to 9. This would be written as ST 11/9. Contests of ST and anything else
involving tests of strength would still be made against a strength of 11. Only
fatigue is subtracted from 9. You may only reduce fatigue points by 4.

REDUCED HIT POINTS -5 POINTS/HIT POINT

You can take less damage than a normal person with your HT. Hit points are
initially equal to HT, so a character with HT 10 could reduce his hit point total to
8. This would be written as HT 10/8. Contests of HT, resistance’s, calculation of
unconsciousness and survival rolls, and anything else involving HT would still be
made against health of 10. Only damage is subtracted from 8. You may only
reduce hit points by 5.

REDUCED MOVE -5 POINTS


Your body frame is not designed for fast movement. Your Basic Speed is reduced
by 1.

WARP RESONANCE 10 POINTS

Your mind and body have an innate feel for fabric of the Warp. You feel or act no
differently than anyone else like you but you will excel as a cleric or a wizard.
Characters without this advantage can learn to cast or ‘channel’ spells but have a
-2 penalty to any of their magical skills. Only humans and elves may take this
advantage.

RESTRICTED ADVANTAGES AND DISADVANTAGES

The following advantages and disadvantages are not used or are restricted in
GURPS-Hammer:

Magical Aptitude 1,2, and 3: These are superseded by ‘Warp Resonance’ and
the GURPS-Hammer magic system.

Magical Resistance: Also superseded by the GURPS-Hammer magic system.


Blessed: Too powerful and does not fit the ‘look and feel’ of the Warhammer
World.

Destiny: By and large replaced by the ‘Fate’ advantages.


2. SKILLS
NEW SKILLS SPECIFIC TO THE WARHAMMER WORLD

The following skills are specific to the Warhammer World and are converted for
GURPS use. In Warhammer, possessing a skill usually means that a character can
automatically succeed in tasks involving that skill. In this conversion the
characters must roll against their skill to see if they can take advantage of their
knowledge or abilities. The Channelling skill is completely new to Warhammer
and GURPS. It is used by clerics and I believe it will be a more satisfactory way of
handling divine magic. See the Clerical Magicks section for more details.

ARCANE LANGUAGE (MENTAL/HARD) NO DEFAULT


See Warhammer Rule Book (page 47).

BEGGING (MENTAL/EASY) IQ - 4
On a successful roll against this skill a character receives 3D6 pennies per hour.
See Warhammer Rule Book (page 47).

BREWING (MENTAL/AVERAGE) NO DEFAULT


See Warhammer Rule Book (page 47).

BRIBERY (MENTAL/AVERAGE) IQ - 4
On a successful roll against this skill a character may bribe another character if
the target character fails a will roll. The GM should apply modifiers where
appropriate. See Warhammer Rule Book (page 47).

CARTOGRAPHY (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 48).

CONSUME ALCOHOL (PHYSICAL/EASY) NO DEFAULT


Characters may test against their Consume Alcohol skill instead of HT in
situations where excessive consumption of alcohol is involved.
See Warhammer Rule Book (page 49).

CONTORTIONIST (PHYSICAL/ HARD) NO DEFAULT

See Warhammer Rule Book (page 49).

CULT LORE (MENTAL/ EASY) NO DEFAULT

Cult Lore is the knowledge of a particular religious cult. This knowledge includes
how cult members should behave, what rituals exist, and what the strictures are.
At skill level 12 a character will know about all petty magic spells allowed by the
cult’s deity. At skill level 13 a character will know about all level 1 spells allowed
by the cult’s deity. This continues up to level 16 where a character will know
about all level 4 spells allowed by the cult’s deity.
DEMON LORE (MENTAL/VERY HARD) NO DEFAULT

See Warhammer Rule Book (page 49).

DIVINING (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 50).

DOWSING (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 50).

FIRE EATING (MENTAL/EASY) NO DEFAULT

See Warhammer Rule Book (page 51).

GUILD KNOWLEDGE (BY TYPE) (MENTAL/EASY) NO DEFAULT

This skill encompasses the knowledge of the customs and procedures of a


particular Guild. Since Guilds (even of the same type) differ from town to town,
this knowledge is usually very general. Characters with this skill will know what
requirements must be met before a person may become a member of a Guild
and how to go about plying their trade in other towns. Guild knowledge also
encompasses the common business customs of that guild. Further information
about the Guild may be known but only if the character rolls successfully against
his or her skill level. Persons with 10 or less in this skill have a -1 penalty to their
reaction roll when gaining employment. Persons with 14 or more have a +1
bonus to their reaction roll when gaining employment.

HERB LORE (MENTAL/EASY) IQ - 4


See Warhammer Rule Book (page 52).

IDENTIFY MAGICAL ARTIFACT (MENTAL/VERY HARD) NO DEFAULT

See Warhammer Rule Book (page 52).

IDENTIFY UNDEAD (MENTAL/AVERAGE) NO DEFAULT

See Warhammer Rule Book (page 52).

JUGGLING (PHYSICAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 50).

LANGUAGE - ELTHÁRIN (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 291). Characters must choose a dialect.

LANGUAGE - OLD WORLDER (MENTAL/AVERAGE NO DEFAULT

See Warhammer Rule Book (page 291). Characters must choose a dialect.

LANGUAGE - KHAZALID (MENTAL/AVERAGE) NO DEFAULT

See Warhammer Rule Book (page 291).


MAGICAL AWARENESS (MENTAL/EASY) NO DEFAULT

See Warhammer Rule Book (page 53). Note that this skill can only be taken by
characters with the Warp Resonance advantage. Characters should roll against
the skill level to see if they can detect any magical creatures, or individuals with
the Warp Resonance advantage . It is impossible to detect non-magical creatures
that don’t have Warp Resonance unless they happen to be currently working
magic.

MAGICAL SENSE (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 53).

MANUFACTURE DRUGS (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 53).

MANUFACTURE POTIONS (MENTAL/VERY HARD) NO DEFAULT

See Warhammer Rule Book (page 53).

MANUFACTURE SCROLLS (MENTAL/VERY HARD) NO DEFAULT

See Warhammer Rule Book (page 53).

MIME (PHYSICAL/EASY) DX - 5
See Warhammer Rule Book (page 53).

MIMIC (PHYSICAL/HARD) DX - 5
See Warhammer Rule Book (page 53). Roll against skill to see if a character can
mimic a voice. Impose penalties if the character has not heard the voice for a
long time or has only heard the voice once or twice.

NUMISMATICS (MENTAL/AVERAGE) IQ - 4
See Warhammer Rule Book (page 54).

PALMISTRY (MENTAL/AVERAGE) NO DEFAULT

See Warhammer Rule Book (page 54).

RIVER LORE (MENTAL/EASY) NO DEFAULT


See Warhammer Rule Book (page 55).

RUNE LORE (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 55).

RUNE MASTERY (MENTAL/VERY HARD) NO DEFAULT

See Warhammer Rule Book (page 55).

SCROLL LORE (MENTAL/HARD) NO DEFAULT

See Warhammer Rule Book (page 55).


SECRET LANGUAGE (BY TYPE) (MENTAL/AVERAGE) NO DEFAULT

See Warhammer Rule Book (page 55).

SECRET SIGNS (BY TYPE) (MENTAL/EASY) NO DEFAULT

See Warhammer Rule Book (page 56).

STONE-WORKING (BY TYPE) (MENTAL/AVERAGE) ENGINEER - 4


See Warhammer Rule Book (page 57).

TAILOR (BY TYPE) (PHYSICAL/AVERAGE) DX - 4


See Warhammer Rule Book (page 58).

TRICK RIDING (PHYSICAL/HARD) RIDING-8


See Warhammer Rule Book (page 58).

VENTRILOQUISM (PHYSICAL/HARD) DX - 5
See Warhammer Rule Book (page 58).
3. RACE PACKAGES
HUMANS

Humans start with the following advantages, disadvantages and skills:

Description P Comments
o
i
n
t
s
Fate, +3 3 Optional
0
Language - Old Worlder 0 Mandatory
Total 3
0

WOOD ELVES

Wood Elves start with the following advantages, disadvantages and skills:

Description P Comments
o
i
n
t
s
Acute Vision, +2 4 Optional
Alertness, +2 1 Optional
0
Appearance - Attractive 5 Optional
Fate, +1 1 Optional (+1
0 Max)
Infravision 1 Mandatory
5
Honesty - Optional
1
0
Intolerant of Dwarves - Optional
5
Laziness - Optional
1
0
Reduced Hit Points, -1 - Optional
5
Bow 4 Optional
Language - Old Worlder 1 Mandatory
Language - Elthárin 0 Mandatory
Survival - Forest 1 Optional
ST - 1, DX + 1, IQ + 1 1 Mandatory
0
Total 3
0

DWARVES

Dwarves start with the following advantages, disadvantages and skills:

Description P Comments
o
i
n
t
s
Fate, +2 2 Optional (+2
0 Max)
Increased Hit Points, +1 5 Optional
Infravision 1 Mandatory
5
Strong Will, +2 8 Optional
Appearance - - Optional
Unattractive 5
Bad Temper - Optional
1
0
Dislikes Open Areas - Optional
1
Hatred of Goblinoids - Optional
1
0
Intolerant of Elves - Optional
5
Reduced Movement, -1 - Mandatory
5
Blacksmith, 4 Optional
Language - Old Worlder 1 Mandatory
Language - Dwarven 0 Mandatory
Mining 2 Optional
ST + 1, DX -1, HT + 1 1 Mandatory
0
Total 3
0

HALFLINGS

Halflings start with the following advantages, disadvantages and skills:


Description P Comments
o
i
n
t
s
Fate, +3 3 Optional
0
Infravision 1 Mandatory
5
Gluttony - Optional
5
Prefers to go Barefoot - Optional
1
Reduced Hit Points, -2 - Optional
1
0
Reduced Movement, -1 - Mandatory
5
Cooking 1 Optional
Language - Old Worlder 0 Mandatory
ST -2, DX +2 5 Optional
Total 3
0

4. GENERATING GURPS CHARACTERS FOR THE


WARHAMMER WORLD
STARTING CHARACTERS

GURPS characters equivalent to Warhammer basic characters are worth around


60 to 80 points. This includes any points associated with playing a particular
race. The GM should decide exactly how many character points are available for
any particular campaign.

HOW GUILDS AND CAREERS AFFECT CHARACTER CREATION

In the Warhammer world Guilds are very prominent. This makes it very difficult
for characters to become trained in a very wide variety of skills or even trained
extensively in a very small range of skills. Almost all training you receive will
come from your parents or from some sort of apprenticeship. While it is possible
to learn skills not taught in your characters profession, it is difficult unless you
have the luxury of paying for your tuition. Gaining employment in a field is also
difficult if you don’t have all the prerequisite skills. Not because you don’t have
the skills to do the job but because the Guild concerned won’t let you practice
until you hold some sort of certificate of proficiency. To gain the certificate you
will need to meet all the skill requirements of the Guild. For example, if Clem
Shirestock has the Carpentry skill then he will not be able to work as a Carpenter
until he has joined a Guild and learnt all the skills that Carpenters must know
(even though he could conceivably get by with just the Carpentry skill).

So how does this affect how you create characters? Well, firstly, you need to
select a career or profession. There is a list in the Warhammer Rule book but
these are by no means exhaustive. Feel free to ask the GM about possible new
careers. Each career will contain a list of skills required. Your character should
have all of those skills to at least level 12 (for initial careers). Apart from these
restrictions you may spend points as you wish. If you have enough points you can
create a character with two or more careers or professions.

Characters must have at least one career because if they don’t then gaining work
becomes very difficult. Guilds have enough power to make life difficult for
individuals who persist in plying their trade without permission. Characters that
have a career or profession will usually have some way of proving they belong to
a guild. These usually come in the form of references given to them after
completing an apprenticeship. The Guild Knowledge skill should be taken by all
characters who are members of a Guild. This skill improves a character’s chances
of gaining employment. For some Guilds (e.g. the Thieves Guild) the ownership of
this knowledge is the only way to tell if a person is a member or not.

Remember that your career must match any advantages or disadvantages your
character has. Your average beggar is unlikely to have any status advantages at
all. Gaining skills after your character is created may also prove difficult
depending on what skills you wish to learn. Teaching yourself is always possible
but in some cases the knowledge you want to learn is jealously guarded by a
Guild. Guilds try to maintain their monopoly on their particular craft so they are
unlikely to teach anyone but loyal Guild members. If you want to learn particular
skills later on then be aware that the knowledge may be hard to come by
(especially if you can make money from it!).

You can create a character without a career if you wish. However, you must also
take the Poor: Struggling disadvantage since your character finds work hard to
find even if you are highly skilled (employers hiring non-Guild workers are subject
to reprisals from the Guild).

There are some careers which are not governed by Guilds but these are few and
tend to be careers where characters work for themselves. Skill sets for these
types of characters are largely based on common sense. However, your
character must be able to earn at least the average wage or the GM will force
you to take the Poor: Struggling disadvantage. Skill sets for common self
employed careers can be found in the Warhammer rule book.

OTHER RESTRICTIONS

Since Warhammer characters are all assumed to have basic weapon skills we
need to translate this through for GURPS-Hammer. These guidelines should be
followed when creating characters:

·1 Warrior type characters should know at least 2 hand weapon skills, and
at least 1 ranged weapon skill (e.g. Bow). They are likely to have the Shield
skill.
·2 Ranger type characters should know at least Bow and one hand-weapon
skill.

·3 Rogue type characters should know at least the Knife and Stealth skills.

·4 Academic type characters will most likely be literate.

LOOKING FORWARD

Your character’s initial career is usually not glamorous but it does gives your
character some skills that may be useful. It is assumed that your character has
become fed-up or bored with their ordinary life and seeks excitement and fortune
by travelling, seeking treasure, causing trouble, and finding trouble. The
experience gained and the opportunities for training which become available will
inevitably drive your characters development toward better careers.

Your character will probably never work in her old career unless she needs money
between adventures. While adventuring she may come across opportunities to
learn other more exciting careers. Your initial career does matter here. Very few
wizards will take on an illiterate, ignorant, sub-10 IQ, warrior as an apprentice.
Those who do will ask the warrior to pay (a lot) for wasting their time on someone
who will make for a demanding student. The reverse is true too. Which
mercenary troop would take on and train an undeveloped weed who doesn’t
know the first thing about swinging a sword?
5. GENERAL CONVERSIONS
This section will mostly be of use to GMs only. Players may find it useful if their
GM tells them to roll a Cool test and wonder why their character needs to impress
a Greater Daemon.

CHARACTERISTIC TESTS

Characteristic Tests are those performed against a Warhammer characteristic.


GMs should use these tests if no appropriate Standard Test available (see below).
These aren’t hard and fast and you may want to choose more appropriate tests in
certain situations. For example, in the Warhammer rules characters roll against
Toughness (per dose) to resist the effects of poison. However, in GURPS this
becomes an HT roll with a modifier.

Weapon Skill: Roll against the skill level of the weapon used
Ballistic Skill: Roll against the skill level of the ranged weapon used
Strength: Roll against ST
Toughness: Roll against HT
Initiative: Sense Roll
Dexterity: Roll against DX
Leadership: Reaction Roll
Intelligence: Roll against IQ
Cool: Fright Check (no modifiers)
Will Power: Will Roll
Fellowship: Reaction Roll

STANDARD TESTS

Standard Tests map to GURPS tests in a more consistent way. So you should use
these tests where possible.

Animosity: Reaction Roll with -2 penalty.


Bargain: Reaction Roll
Bluff: Reaction Roll
Bribe: Perform Will Roll for the target
Busk: Reaction Roll
Construct: The relevant skill or default
Disease: Roll against HT
Employment: Reaction Roll
Estimate: Roll against IQ
Fear: Fright Check with -1 penalty
Frenzy: See Berserk disadvantage
Gamble: Contest of Skills
Gossip: Reaction
Hatred: Will Roll
Hide: Stealth Test
Interrogate: Victim performs Will Test
Listen: Sense Roll
Loyalty: Reaction Roll
Magic: Will Roll
Observe: Sense Roll
Pick Lock: Lock-picking Skill or default
Pick Pocket: Pick-pocket Skill or default
Poison: Roll against HT (-1 Modifier should be average)
Reaction: Sense Roll
Risk: Roll against 10 with any modifiers
Search: Sense Roll
Sneak: Stealth Test or default
Stupidity: Roll against IQ
Terror: Fright Check with -2 penalty

CURRENCY CONVERSIONS

This area is fraught with problems. The Warhammer world guide is pretty good
and the availability rules are excellent but finding an easy currency conversion is
difficult when armour costs more than a sword in Warhammer and a sword costs
more than armour in GURPS. Using the relative costs of tavern meals a simple
conversion metric we end up with a GURPS farthing being equal to a tenth of a
Warhammer Gold Crown. Where possible use the prices (and weights) from the
GURPS rule book (divide the price by 10 to determine how many Gold Crowns it
will cost). Prices for items not mentioned in the GURPS rule book will not need to
be corrected, just use them as is. The conversions are:

10 Copper Farthings = 1 Gold Crown


1 Gold Crown = 20 Silver Shillings
1 Silver Shilling = 12 Brass Pennies

Using the conversions above we can calculate that characters receive a starting
wealth of 100 Gold Crowns.

CHARACTER CONVERSIONS

Use the following procedure as a basis for converting WFRP characters into
GURPS characters:

1. Use the general character description to determine any advantages and


disadvantages.
2. Determine ST from the S characteristic (use S&T Conversion Chart).
3. Determine HT from the T characteristic (use S&T Conversion Chart).
4. Determine DX from the Dex characteristic (use Percentage Conversion
Chart).
5. Determine IQ from the Int characteristic (use Percentage Conversion
Chart).
6. Move Factor = (DX+HT)/4.
7. Determine characters preferred hand-to-hand weapon and add skill up to
level based on WS (use Percentage Conversion Chart). For each attack (A) that
the character has add +3 to the weapon’s skill level. Add skills for any other
weapons that the characters uses.
8. Determine characters preferred ranged weapon and add skill up to level
based on BS (use percentage conversion chart). If the character has the
Marksmanship skill then add +3 to the weapon’s skill level.
9. For each skill the character has, select an appropriate GURPS skill. Basic
characters should have these skills to level 12. Advanced characters should
have these skills to level 14. The skill conversion chart is used as a basis for
skill conversion.

WFRP Percentage GURPS


Characteristic Skill or
Attribute
Level
100 17
90 16
80 15
70 14
60 13
50 12
40 11
30 10
20 9
10 8

Table 1 - Percentage Conversion Chart

WFRP S or T GURPS
Characteristic ST or HT
Characte
ristic
10 30
9 25
8 21
7 18
6 15
5 13
4 11
3 10
2 9
1 8

Table 2 - S&T Conversion Chart


Warhammer Skill GURPS Equivalent(s)
Acrobatics Acrobatics
Acting Acting
Acute Hearing Acute Hearing advantage
Ambidextrous Ambidextrous advantage
Animal Care Animal Handling
Animal Training Animal Handling, Falconry,
Teamster
Arcane Language New Skill
Art Artist
Astronomy Astronomy
Begging New Skill
Blather Fast-Talk
Brewing New Skill
Boat Building Shipbuilding
Carpentry Carpentry
Cartography New Skill
Charm Charisma advantage (+1)
Charm Animal Animal Empathy
Chemistry Chemistry
Clown Acting, Acrobatics,
Performance
Comedian Performance, Acting
Concealment Camouflage
(Urban/Rural)
Consume Alcohol New Skill
Contortionist New Skill
Cook Cooking
Cryptography Crypt-analysis
Cure Disease Physician, Diagnose
Dance Dancing
Demon Lore New Skill
Disarm Ignored
Disguise Disguise
Divining New Skill
Dodge Blow Not Required - increase DX
instead
Dowsing New Skill
Drive Cart Drive (cart)
Embezzling Ignored
Engineer Engineer, Mathematics
Escapology Escape
Etiquette Savoir-Faire
Evaluate Merchant
Excellent Vision Acute Vision advantage
Fire Eating New Skill
Fish Fishing
Flee! Running
Fleet Footed Running
Follow Trail Tracking
Frenzied Attack Frenzy disadvantage
Gamble Gambling
Game Hunting Tracking, Stealth
Gem Cutting Jeweler
Haggle Merchant
Heal Wounds First Aid, Physician
Heraldry Heraldry
Herb Lore New Skill
History History
Hypnotise Hypnotism
Identify Magical Artifact New Skill
Identify Plant Naturalist
Identify Undead New Skill
Immunity to Disease Immunity to Disease
advantage
Immunity to Poison Ignore - increase HT
instead
Jest Performance, Acting
Juggle New Skill
Law Law
Lightning Reflexes Combat Reflexes
advantage
Linguistics Linguistics
Lip Reading Lip Reading
Luck Luck advantage
Magical Awareness New Skill
Magical Sense New Skill
Manufacture Drugs New Skill
Manufacture Potions New Skill
Manufacture Scrolls New Skill
Marksmanship Ignored - increase Bow/Gun
skill instead
Meditation Ignored
Metallurgy Metallurgy
Mime New Skill
Mimic New Skill
Mining Geology, Engineer (mining)
Musicianship Musical Ability advantage
Night Vision Infravision advantage (non-
humans only)
Numismatics New Skill
Orientation Absolute Direction
Palmistry New Skill
Palm Object Sleight of Hand
Pick Lock Lock-picking
Pick Pocket Pickpocket
Prepare Poisons Poisons
Public Speaking Bard, Performance
Read/Write Literacy
Ride (by type) Riding (by type)
River Lore New Skill
Row Boating
Rune Lore New Skill
Rune Mastery New Skill
Sailing Boating, Seamanship
Scale Sheer Surface Climbing
Scroll Lore New Skill
Secret Language (type) New Skill
Secret Signs New Skill
Seduction Sex Appeal
Set Trap Traps
Shadowing Shadowing
Silent Move (Rural/Urban) Stealth
Sing Singing
Sixth Sense Danger Sense advantage
Smithing Blacksmith
Speak Additional Language (by type)
Language
Specialist Weapon - type Relevant weapon skill
Spot Trap Traps
Stone-working New Skill
Story Telling Bard
Street Fighter Brawling or Karate
Strike Mighty Blow Ignored - increase ST
instead
Strike to Injure Ignored - increase weapon
skill instead
Strike to Stun Ignored - increase weapon
skill instead
Strongman Ignored - increase ST and
HT
Super-numerate Lightning Calculator
Surgery Surgery
Swim Swimming
Tailor New Skill
Theology Theology
Torture Interrogation
Trick Riding New Skill
Ventriloquism New Skill
Very Resilient Toughness DR1 advantage
Very Strong Ignored - increase ST
instead
Wit Carousing
Wrestling Wrestling
Table 3 - Skill Conversion Chart
6. SORCEROUS MAGICKS
GURPS-Hammer uses a variant of the GURPS magic system. The basic GURPS
magic system makes it too easy to learn and use magic. I haven’t re-used the
entire of the Warhammer magic system either. It has some problems which are
easily fixed using the GURPS game mechanics. So the result is a combination
with a few new bits added by myself.

MAGIC IN THE WARHAMMER WORLD

In GURPS terminology the Warhammer world is a ‘no-mana’ world. However,


magical effects are possible because of the presence of the uncontrolled warp
gates at the poles of the planet. The warp is the instrument for effecting magic.
Magical characters transported away from the Warhammer planet will find that
they cannot cast magic at all.

Given enough training and time anyone can learn to cast spells. However, unless
the character has an innate ‘sense’ of the warp such castings are low powered
and modest. This innate ‘sense’ is called Warp Resonance. A character with this
advantage can eventually cast very powerful spells. For reasons unknown,
Dwarves and Halflings have never been known to have any kind of Warp
Resonance.

Sorcerors or wizards need two types of skills in orders to cast spells. Firstly they
need to know at least one type of casting lore. Casting lore is knowledge used to
put spells into effect. Secondly, they will need to know at least one spell.

CASTING LORE

Casting lore is the name for a skill that must be learnt in order to cast spells. The
type of casting lore employed when casting a spell usually affects the time to
cast and the energy cost of such spells. Experienced wizards will know several
types of casting lore and can cast spells at a fraction of the cost of an apprentice.
The least experienced wizards will typically know only one or two types of casting
lore.

In the Empire, the teaching of casting lore is restricted by the Guild of Sorcerous
Magicks. Students of magick will only be taught new and more powerful casting
lore when they can prove their mastery of the lore they already know. This is not
just a guild mechanism for monopolising magical knowledge either. Mastery of a
greater casting lore often requires mastery of all elements of a lesser casting
lore.

The type of casting known by a wizard affects the speed, cost and difficulty of
casting spells. The highest known casting lore is 12 times as efficient as the
lowest casting lore but it makes spells more difficult to cast.

SPELLS
A spell is a sequence of actions that cause a magical effect. Spells have the
following attributes:

Description: What the spell does and how it affects the world.
Range: The optimal range for the spell. Casting the spell at targets beyond the
range will increase the cost of the spell dramatically.
Difficulty: A modifier to the casters skill in the spell.
Casting Cost: The base energy cost of the spell in fatigue or health points.
Spells are ‘powered’ by the casters own strength. If the cost of the spell is 1 then
the caster will have to expend 1 fatigue or health point to power the spell.
Casting Time: How long the spell takes to cast.
Duration: How long the spell effects last.
Maintenance Cost: The energy cost to extend the spell past it’s given duration.
Some spells cannot be extended.

Spells are treated as a regular skill. Each spell a character has learned will have
an associated skill level. This is the base spell level. When the spell is cast this
skill will be modified depending on the spell and the casting lore used. The
teaching of spells is not as closely guarded as the teaching of Casting Lore. This
is mainly because the most powerful spells require more power than lower
Casting Lore can provide. There have been reports of curious apprentices
successfully casting spells meant for Higher Casting Lore and almost killing
themselves in the process.

CASTING SPELLS

When casting a spell a character must specify the spell to cast, the casting lore
to be employed, and the target of the spell. The caster should then determine
how long the spell will take to cast, the difficulty level, and the energy cost. The
character must then concentrate for the required casting time. After the required
period the energy points are removed and a single roll performed to see if the
spell was performed successfully. This roll is made against the casters modified
skill level for the spell cast. The modified skill level can never be higher than the
characters skill level for the casting lore used. Normal failures do nothing but the
energy for the spell is still used. Critical failures cause double the energy to be
spent.

Example: Clem ShireStock, a Wizard’s Apprentice, is about to cast the Open spell. The base casting
time is 1 second and the base casting cost is 1. He knows the Open spell to level 14 and knows
Apprentice Casting Lore to level 12. Apprentice Casting Lore triples the time and cost of the spell so
Clem must spend six seconds concentrating. At the end of 6 seconds he spends 6 points of fatigue
and rolls against his modified skill level. His skill level in the spell is 14 and he gets a +1 bonus but
he only knows his casting lore to level 12. So he must roll against 12 for successful casting of the
spell.

Casters may extend the range of a spell in the following way. To increase the
range by 50% the base spell cost is increased by 1 point. Therefore, to double the
range costs 2 points extra. Tripling the range costs 4 points extra on so on. This
cost is incurred before calculating the multiplier for the casting lore used. If a
caster unknowingly chooses a target outside the spell range they may use more
energy than expected.

Casters can call on fatigue or hits to power spells. However, when hits are used
there is a penalty to casting equal to the number of hits about to be taken.
When a spell is successfully cast it occurs as the very first event in the casters
next turn. For example, a 3 seconds spell cast during turns 1,2, and 3 will take
effect at the very start of turn 4.

DISTRACTION AND INJURY

If the caster is hurt, knocked down, forced to use an active defence, or otherwise
distracted while concentrating, he must make a (Will - 3) roll to maintain his
casting. A failed roll means he must start over. If he is injured while concentrating
then the effective skill level for the spell is reduced by the amount of hits he
suffered.

CASTING LORE DETAILS

The various known types of casting lore are described below:

Apprentice Casting Lore


Apprentice Casting Lore is usually taught to apprentices after around a year of
service to his/her Wizard. Apprentice Casting Lore is typically quite clumsy but
relatively easy to learn and gives an apprentice a solid grounding in the magical
arts. Using this casting lore spells take three times as long to cast and require
three times as much energy to cast. Apprentice Lore does not allow a caster to
draw upon health to power spells. The advantage of such inefficiency is that the
effective skill level of spells cast using this lore is increased by 1.
Casting Time x 3
Casting Cost x 3
Effective Spell Skill +1

Novice Casting Lore


Novice Casting Lore is usually taught to apprentices in their final stage of
apprenticeship. Once learnt, the apprentice is treated as a Wizard in his or her
own right. Casters must know Apprentice Casting Lore to level 14 before learning
Novice Casting Lore.
Casting Time x 2
Casting Cost x 2
Effective Spell Skill +0
Common Casting Lore
The average wizard will know Common Casting Lore. It is probably the most
frequently used lore when the caster is not rushed. Casters must know Novice
Casting Lore to level 14 before learning Common Casting Lore.
Casting Time x 1
Casting Cost x 1
Effective Spell Skill +0

Higher Casting Lore


Few wizards ever learn Higher Casting Lore. Most can get by fine with Common
Casting Lore. Casters must know Common Casting Lore to level 14 before
learning Higher Casting Lore.
Casting Time / 2
Casting Cost / 2
Effective Spell Skill -1

Master Casting Lore


Perhaps one or two wizards in a large city have learnt Master Casting Lore.
These persons are the elite of the magic user community. They can safely
attempt very difficult spells. Casters must know Higher Casting Lore to level 14
before learning Master Casting Lore.
Casting Time / 4
Casting Cost / 4
Effective Spell Skill -1

Battle Casting Lore


War Wizards are trained in this casting lore after being admitted to the Imperial
Institute of Battle Magicks in Nuln. It focuses on the ability to move while casting
and the reduction of casting time. While employing this casting lore a wizard
may move up to 2 hexes per turn in any direction at a -2 penalty to the effective
spell skill. Since this lore makes spells more difficult to cast, War Wizards tend to
learn a limited number of spells to a high skill level to improve spell reliability.
Casters must learn Novice Casting Lore before learning Battle Casting Lore.
Casting Time / 2
Casting Cost x 2
Effective Spell Skill +0 (-2 if moving up to 2 hexes per second)
Combined Casting Lore
This casting lore is used to perform magic rituals with one or more spell-casters.
This allows high cost spells that could not be cast by one person to be cast by
several casters all pooling energy. Spells are cast as normal but the base skill
level is that of the least skilled in the group. Combined Casting Lore increases
the time taken to cast spells. Casters learning Combined Casting Lore must know
Common Casting Lore to level 14.
Casting Time x 10
Casting Cost x 1
Effective Spell Skill = lowest spell skill level of all participants + 2

CONVERSION OF WARHAMMER SPELLS

This section describes how the spells in the Warhammer rule book should be
modified to work with GURPS-Hammer. There are some general rules that should
be followed:

GENERAL SPELL CONVERSIONS


10. All Warhammer spells are considered to be Mental/Hard skills.
11. The spell difficulty can be determined by the spell level. Petty magic
spells always have a difficulty of 0. Level 1 spells have difficulty of -1 and so
on to level 4 spells which have a difficulty of -4.
12. The range remains the same.
13. The cost in MP becomes the base energy cost.
14. Ingredients are optional in GURPS-Hammer. The uncertain nature of
casting makes up for not having to procure spell components.
15. Casting time should be determined by the spell level. Petty magic spells
have a casting time of 2 seconds. Level 1 spells have a casting time of 4
seconds. Level 2 spells have a casting time of 6 seconds. Level 3 spells have a
casting time of 8 seconds. Level 4 spells have a casting time of 10 seconds.
16. A duration of a round should be treated as 5 seconds. Durations of a turn
should be treated as 30 seconds.
17. The level of the caster does not exist in the GURPS-Hammer magic
system. For conversions always assume that the level is 1.
18. Disabilities for Necromancers and Demonologists are to be taken as
disadvantages.

PETTY MAGIC SPELL CONVERSIONS


1. Reinforce door increases DR of door by 1 up to a maximum of +3.

BATTLE MAGIC SPELL CONVERSIONS


19. Fireballs always hit and do 2d damage. Successfully dodging or blocking
a fireball reduces damage to 1d.
20. Lightning Bolts do 2d damage. Due to the instantaneous nature of the
lightning bolt the target may only block a lightning bolt at a -2 penalty. A
successful block reduces damage to 1d.
21. You can only fire one fireball or lightning bolt at one time. The most
powerful wizards will be able to fire off 4 fireballs every 4 seconds.
22. The smash spell does 3d crushing damage.
23. The Blast spell is similar to the Fireball spell except that it does 4d
damage.
24. Aura of Resistance increases DR by 1.
25. Aura of Protection increases DR by 2.
26. Aura of Invulnerability nullifies next 3D6 hits inflicted on the caster.
27. Animated Sword has the following profile: Broadsword-18, ST 11, DX 16,
HT 10/8, Move 6.
28. The Hammerhand spell increases strength by 2 and gives a +1 bonus to
all hand-to-hand attacks.
29. Cure Light Injury restores D6 hits to characters with 1 or more hits.
Characters with less than 1 hit cannot be healed with this spell.
30. Characters in a Zone of Steadfastness increase DR by 1 and have +1
bonus to all active defenses.

DEMONOLOGIST SPELL CONVERSIONS


31. The Summon Energy spell will allow the caster to regain 10 fatigue
points immediately. However, further fatigue points cannot be regained until
the spell is dispelled.
32. Summon Great Power increases all of the caster’s attributes by +1 (-1 if
he fails the Will Roll).
33. Summon Total Power increases all of the caster’s attributes by +2 (-2 if
she fails the Will Roll). In addition, the caster temporarily gains 10 additional
fatigue points (which may exceed the normal maximum). The spell cannot be
cast again for two weeks. After the spell is cast, roll on the fright check table
with a +5 penalty (as if a fright check was failed by 5).

ELEMENTALIST SPELL CONVERSIONS


34. Assault of Stones does 2d crushing damage.
35. Hand of Fire causes weapon damage to be increased by +1.

ILLUSIONIST SPELL CONVERSIONS


1. Characters can see though illusions on a successful test against IQ-3.

NECROMANTIC SPELL CONVERSIONS


36. Hand of Death does 1d+1 hits with every touch.
37. Hand of Dust does 2d+2 hits with every touch.
38. Wind of Death does 2d+2 hits to every living thing within range.
NEW SPELLS

In addition to the spells in the Warhammer rule book there are the following new
spells:

Dispel
College: Battle Magic
Description: Cancels the effects of a spell cast by another spellcaster. The
other spellcaster cannot resist the dispelling. This spell may be attempted by
any caster against any spell. However, apprentices will be unlikely to dispel
spells cast by experienced wizards.
Casting Cost: The base cost of the spell to dispel.
Range: 48 yards
Difficulty: The difficulty of the spell to dispel.
Duration: Instantaneous
Casting Time: 2 seconds
7. CLERICAL MAGICKS
GURPS-Hammer uses a completely new (and untried) system for clerical magic. It
is based on the assumption that clerics never have any knowledge about casting
spells. They just know how to call for their deity’s aid and how to make it easier
for the deity to provide the aid.

CLERICS AND DEITIES

Technically, clerics don’t cast spells. They ask their deity to cast the spell through
them. The cleric provides a ‘conduit’ and also provides the energy for the spell.
Deities can effect magical spells from their plane of existence without the help of
a cleric, it just happens to be very expensive for them to do so. Using a cleric to
perform minor castings (by deitific standards) is a much easier way to exert
control on the physical world. The relationship between cleric and deity is
symbiotic. The cleric providing the deity with influence in human affairs and the
deity providing the cleric with magical power in the same league as wizards.

Compared with sorcerous magic, clerical magic is just as powerful but always
requires more time to bring into being. The increased time is due to the time it
takes the cleric to establish a ‘channel’ and to ask the deity to work a particular
spell through them. The only advantage that clerics have over the practitioners
of sorcerous magic is that they will frequently have considerably more spells
available to them. The only restrictions that clerics have on the spells available to
them are only those imposed by the deity (who can be assumed to know all
spells - and then some).

The most important aspects of clerical magic are Channelling and Invocation.
Channelling is a skill required to act as a conduit for a deities spell. Invocation is
the act of requesting the deity to perform the spell.

CHANNELLING

Channelling is the discipline of providing an energy source and focus for the
magical activities of a Warp Entity, usually a deity. It is channelling that allows a
cleric to ‘cast’ spells. The cleric will usually ‘open’ a channel then ask or will his
or her deity to work a spell through them. The energy for the casting is provided
by the channeller. This skill can only be gained by a character with the ‘Warp
Resonance’ advantage. A channel has an associated energy capacity. The energy
capacity is a measure of the maximum amount of energy (fatigue or hits) can be
used by a Warp Entity for working magic. Once a channel is open any number of
spells can be cast through it until the channel is closed. However, the channel
can only support a single spell at a time and the cost of the spell must be less
than or equal to the channel capacity. Clerics refer the capacity of the channel as
the channel’s ‘width’.
The Channelling discipline is divided into three skill levels; Basic, Intermediate,
Advanced. The level used determines how long a channel takes to open and how
difficult it is to open. The table below describes the difference between
Channelling types:
Description Ba Interm Adva
sic ediate nced
Time to open wid width x width
channel th 2 x1
x3
Cost modifier cos cost x cost /
t x 1 2
2
Difficulty 0 -1 -2
Modifier

When a character wants to open a channel he chooses a channel width and then
concentrates for the required time. When the period of concentration has passed
then he rolls against his skill level for that particular Channelling type (including
the difficulty modifier). If successful the channel is opened. Spells channelled
using Basic Channelling use twice as much energy as the base cost. Spells
channelled using Advanced Channelling use half as much energy has the base
cost.

A critical failure always means that the channelling has failed and a point of
fatigue was lost. A critical success reduces the base cost of spells by half. For
example, when a critical success is achieved with Advanced Channelling then
spell costs are reduced by 4.

An example is given below:

Clem Shirestock, a cleric, decides to use Advanced Channelling to open a channel of


width 3. He must spend 3 seconds concentrating and then must roll under 12 (14
minus difficulty modifier of 2). He rolls 11 and succeeds. Clem may now ask his
deity to cast a spell with a base cost of 6 through him. If the deity obliges then the
spell is performed and Clem subtracts 3 from his fatigue or hits level.

As with wizards, channelling can draw power from fatigue or hits. However,
clerics have no penalty when using hits.

INVOCATION

Invocation is the act of requesting a deity to perform a spell. Invocations are


complicated and require a large amount of concentration. If the individual
performing the invocation is successful then the deity may work a spell through
them. This chance is greatly increased if the individual has a channel ‘open’ and
ready to use. Casting spells through channels is very easy for deities.

Different cults (religions) have different methods of invocation. Some cults prefer
the name ‘prayer’ or ‘mantra’ to the word invocation, which is used by the more
academic cults. Invocations can be used to cast almost any spell the deity allows.
However, the better a characters skill level at invocation the more likely the deity
will be to cast a spell. Deities are more reluctant to cast more the powerful spells
for their clerics.

In order to cast spells a cleric will need to know how to ask for specific spells in a
way the deity can understand. Asking a deity to “fry the short goblin” is unlikely
to elicit a response. The knowledge required to do this is embodied in the skill
Cult Lore. In GURPS-Hammer invocation is implemented as a skill. Each type of
invocation has a level associated with it.

To invoke the will of a deity (cast a spell) a character must first indicate which
spell they wish the deity to cast and then spend 3 seconds concentrating. At the
end of three seconds the character should roll against his Invocation skill level,
including the following modifiers.

·5 The spell to be cast is a first level spell -2


·6 The spell to be cast is a second level spell -4
·7 The spell to be cast is a third level spell -6
·8 The spell to be cast is a fourth level spell -8
·9 The character does not have an open channel -8
·10 The open channel is too ‘thin’ -6
·11 The caster is in a temple or shrine of his deity +2

Appropriate modifiers should be added in circumstances where the character is in


good or bad standing with the deity. Deities will never let a character invoke a
spell that will cause the character to break his or her strictures.

If a successful invocation roll was made then the spell will occur at the very start
of the characters next turn.

You might also like